So combining StormyAndy/Phils/tggcs/vitas and my work, we have a good grasp of common nordic architecture.
This Arille tradehouse was started by storm Andy, I went through and changed what we needed, textures are 90% final.
1st few images to wet yo whistle


Wow! Touch of pro :D Can't wait to see all this stuff in game
I want to live there!)
My whistle is wet.
Speaking of wet, rain would go right through that thatch. Why is it paper thin?
ye gads, this came out of nowhere for me! gald to see amazing work still being done
yes the roof is the one area i'm looking to change, i did want it to look a bit knackered, I think i will redo it to reduce the poly cunt
Whoever posted this on Reddit... I see what you did there with your throwaway account... :)
Ravanna wrote:
It needs to be a LOT thicker.
ex.
Yeah, thatch only works if it's at least that thick, otherwise the rain goes straight through. I noticed it before but didn't point it out, since I don't assume that many players will even see the rooves up close - they're pretty high up.
Ok the thatch is thicker on these ones but still not great, i'll just leave it to the end.

so this stuff counts for about 4 sections of the sedya neen town, but having trouble seperating other sections.
yes that is a guar wind sail.
Digging the weather vane.
That guar windsail is totally faboulous!
Bloody hell Ravanna. Your actually starting to freak me out a little. I'm not too sure if you're a cybernetic organism sent back in time from a post-apocalyptic future to create SkyNet...I mean Skywind...or an Alien who is part of some intergalactic super heroes, come to make right on Earth by creating the best game of all time.
these buildings get other sections attached and make the bulk of the excise building at the start of the game.
Nice, that looks awesome! Will there be a version for the Caldera Mage's Guild's window too?
Great work :)
I really like what you've done with the roof with the weaved beams and the doors/windows are really nice too.
posting this as a reminder later. nif users, does this seem a sensible use of seperate nitrshapes to help performance?

Being the 1st main area the player visits, means Seyda Neen is a focal point for unique/best modelling, and already discussed with eloth the chance of making Arriles tradehouse as a unique building like StormyAndy did originally.

This would mean adding the windows to the entire mesh, door frames, and even parts like this, the slope leading down to the cellar, which is lower than in original.
I've got the feeling that by the end of this project, every instance of every model will have its own unique model...
That's shame but we need completely new engine for such functionality.
I really like it, especially the changes you did to the roof's end make it seem far more realistic compared to older versions. Would it be possible to see a version with Andy's textures though? Comparing both versions, I think they match the original theme much better, also I don't get why you removed most of the wooden sticks which were clipping through the roof, I loved the "rough, improvised look" which in my personal opinion looks better in the surrounding. Just look: :D http://37.media.tumblr.com/f59fbf843aa7d7a93a70c8150d411517/...
I attached a file for comparison
My work in this area is complete, aside from doing some textures for tyverious's signs.




Eloth took control of my work and finished stuff off, and created some new buildings for non nordic common housing.
karlschecht is now helping with some additional pieces
Heres the last of what I worked on, some nif tests of arriles, some doors, etc.
Nifskope screenshots:
*clears dust off hands*
JOB DONE.
NEXT!